Product Chat / Is there any way to access the post process shader?

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Polaraul
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Posted: 28th May 2015 20:55
I read over on Lee's blog that a blur effect is now being integrated into the engine! http://www.game-guru.com/devblog/?p=158 Whilst I think this is a very over used effect, the DOF field effect and SSAO would be great additions to the engine, but I still can't understand why these are being put in place before any AA!

Does anyone know if it is currently possible to access the post process shader? Is the shader built into the engine, or loaded from a file within the GG directory?
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MooKai
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Posted: 28th May 2015 21:34
I think it will be in the next update. Or the update after the update...
I mean the blur effect, not AA... I guess AA will not come so soon, first the complete engine needs more POWER! than they will add AA I think. Coz AA also need a lot of performance. But well, this is only what I guess...
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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Teabone
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Posted: 29th May 2015 08:32 Edited at: 29th May 2015 08:33
I liked a lot of the ones we had in FPSC-Classic. Like the night vision one and the dirty lens one. Those were just awesome.

There were many others I really enjoyed. I really hope we don't have to wait another 5 years for them though....

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
Polaraul
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Posted: 29th May 2015 09:08
Hi Teabone. I never used FPSC other than a quick evaluation, but the way it implements shaders is exactly what I was hoping GG would have!
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Teabone
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Posted: 29th May 2015 19:13
There are many things from FPSC-Classic I'm still waiting to see in GG. Post-Processing is high on that list. I think the engine was highly underrated due to its memory limitations. A part from that it was indeed quite powerful.
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT

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